Balrog Thread

just to make sure- how do different taps work? as far as i know:

lower taps = more startup, less hitframes, +frames galore on block
higher taps = less startup, more hitframes, less +frames on block

pls correct me if im wrong

I dunno if Balrog has any guaranteed dizzy combos, I don’t think so. I have seen jump in, low mp, short kickrush dizzy a lot though.

He doesn’t have any easy combos into super. You can jump in (charge), low jab, forward, back+jab, f+P (super_.

You can also do cr. mk, forward, back+short, f+P (super).

Also cr. jab x3 >super works with the trick I think.

Just straight cr. mk super works too.

the only one I have done in a real game before was cr. mk>super, and cr. jab x 2 (or 3 on fat characters, or skinny ones if you are hella fast), st. jab, super.

To chain any jab or st. short into combo you have to do the back, forward trick.

Does Balrog have any cross overs? I think I’ve seen afro legends do it a couple of times but I don’t know how.

You can cross with Foward, and Floating Fierce (this one is a little trickier).

Could anyone help me a bit with the Ryu matchup? I have a lot of trouble getting past hadoukens with Rog, I get sweeped, RH Tatsumaki’d or j.RH’d every time I attempt to use headbutts to evade them, and psychic DP’s fuck my TAPs up.

Hey all,

does anyone have any tips for Honda/Cammy/Claw players? They are becoming incredibly frustration, especially during laggy matches Honda totally wrecks me.

And as the poster somewhere above said (I think :P) buffallo headbutts are being frequently met with jab shoryukens or cr.HK’s against Ryu/Ken players a lot, any advice for that? I’ve tried keeping to jab headbutts and when punishing the sweep with a rush, but this will often lead to eating a fireball depending on the distance.

Also what are Rog’s options against a downed Shoto? I usually go for a cr.LP, then if they block it attempt to throw if they arent very good, otherwise I just try to time a low rush for when they get up, I just dont know what other safe options Rog has.

Cheers in advance
Adrian

Balrog’s best meaty is c.mk IMO, balrog often recovers before you can get hit by an reversal DP, same goes for c.lp.
Max range c.mp is pretty good too.

Honda - st.LPs beat headbutt. I notice in a lot of the high level matches, Rog players use st.HP a lot to keep Hondas from walking in.

Cammy - Shouldn’t be much trouble. The risk vs reward of being aggressive is highly in Rog’s favor in this match. Once you get the lead you can turtle a bit as she really can’t do much.

Claw - cr.MK works great. HP headbutt for the dives.

Against fireballing shotos, you should almost exclusively be using LP headbutts as you said. st.HP trades with fireballs. You can do low rush into a headbutt. You can jump straight up and HP and move slightly forward.Don’t hesitate to just walk forward and block either.

If you gonna meaty with cr.MK, go into the combo (cr.MK, cr.MP into LP low rush).

Thanks for the advice, i’ve started using more st.HPs in general they seem to stuff a lot of things I wouldnt have thought they would, i’ve managed to get round a bunch of the headbutts with st.LPs but in general I still lose horribly to Honda, occasionaly if im at the right range I can headbutt through the HHS, but most of the time I find myself eating Ohicho throws, whats the best way to avoid that?

For some reason cammy causes me no end of trouble I guess I need to pay more attention to her options but for some reason everything I do gets stuff and if I try to do ANYTHING to her on wakeup I get a thrust kick to the face, maybe the cammy players i’ve come up across are just really good. Although since i’ve started using more cr.MK and st.HP i’ve been winning against her a lot more.

Thanks for the advice on shoto’s, i’ve been watching some Tsuji vids and it would appear that if I started using the straight up HP to push myself forward, then immidietly jump I can avoid it gaining significant ground.

Should be getting a stick towards the end of the week (one of the nice SFIV TE ones along with my copy of IV ;)) so i’ll be putting in a lot more rog practice.

Against Honda, start the round with jump back fierce. If Honda tries headbutt, you’ll beat him cleanly. If he didn’t headbutt, then start doing repeated standing jabs. This will stop headbutts and buttslams. If he headbutts and gets hit by a jab, immediately low rush him. Then jump back and start with the jabs again.

If you see him walking forward when he doesn’t have super, low rush. If you see him jump, high rush. If you block his super you can punish him with low rush or super. If he sticks HHS out too long, low rush.

Honda will try to gain ground walking forward and using crouching / standing jabs to stop your rushes (cr.Jab beats your standing fierce, too). If he manages to get too close, cr.MP beats his cr.Jabs.

You need to play this matchup very defensively, rushing Honda will get you killed quickly.

Cronopio:

Thanks for the advice, i’ve been playing this matchup very defensively after the first few times I tried to rush him getting nearly perfected each time lol.

It’s good to know that cr.MP beats out his cr.Jabs I need to learn to use cr.MP a lot more than I do.

Thanks for the info on jumping back fierce at the start of a match too, i’ve startled a few honda’s that way since :smiley:

I remember at one evo there was a japanese player that did this one interesting trick with rog…it reminded me of playing the boss where they do like 3 dash uppercuts in a row whiffed, and was surprised that was possible. does anybody know how to do it?

Yes it does. If he jumps back I find you can do a Fierce straight rush to catch him before he lands too.
The low short rush > super works, but only after he jumps back, it gives you just enough time to catch up before he does the fireball.

Still, this matchup drives me crazy. His dragon punch makes it hard for me to really pressure him, and if you fuck up, you have to start all over again.
Is it just me, or is this truly one of the hardest matchups for Rog? Also, is it just me, or are all O.Ken players huge assholes?

When playing O.Kens just learn the exact landing frame and adjust your timing accordingly. I repeatedly throw out random safe attacks to keep my timing and to confuse the opponent. ESP. O.Ken, bait his stupid DP then use Short Low Rush Upper to counter (BE SURE ON THE TIMING). This works well because once you punish several DP whiffs, they start to realize you can’t be fooled by that BS. O.Ken is evil but just sit back and wait for a mistake, I use a lot of mix ups against O.ken (especially waiting after link strings for a whiff DP, works every time:rofl:).

Be patient with O.Ken, and use low rush Upper to advance, and time the s.fierce to counter wiffed DP. This works well for me, hope it helps you.

When you say learn the exact landing frame, landing out of what exactly? DP?
I find it hard to bait anything though, because of the stupid fireball keep away.
I’ll see if I can apply these things though. I don’t face too many O. Kens and I have been improving against him, but I just need a little extra stuff to make my victories less based on luck.

Thanks for the advice.:tup:

i need help against guile. No matter what i do he can zone me perfectly with sonic booms. if i do anything but block he hits me somehow. How do i get in close against a guile?

i saw someone do a dash uppercut and go straight into the super. is there a trick to this?

not really just do
:l: :df: :lk: :l: :r: :lk:

it might take a while to get used to but it’s not too hard.

i’d been trying K then P :sweat:

thanks man

That also works. You don’t always want to start with kick super, since the first punch might not connect.
Btw, you can even do it from a low mk rush, if you time it right.